p43, Land-Air BattleMechsat the end of the Conversion and Movement section add"If a unit converts from Fighter to BattleMech mode while airborne, the unit immediately crashes. Converting from Fighter to AirMech can only be done at the beginning of the movement phase when it begins the turn in the Inner Ring of the Radar Map. After it announces it is converting to AirMech, it is placed on the ground map as if the beginning of a flight path, based on which Inner Ring it is moving from. It then moves from that location as an AirMech.Converting from AirMech to Fighter, when you announce you are converting to Fighter from an AirMech, the unit is immediately moved to the Central Zone of the Radar Map. The unit must then move as normal for an Aerospace Fighter by leaving the Central Zone."

Add 1 point to the unit’s heat outputfor every Anti-Missile System, 5 points for every Clan-madeLaser Anti-Missile System, and 7 points for every Inner Sphere"Laser" Anti-Missile System the unit lists on its Technical Readout entry.

p97, before Mobile Structuresadd a new sectionAdvanced BuildingsStandard buildings use the buildings rules (see Alpha Strike rulebook p83) and do not need converting. Advanced buildings may have more equipment, armor, or even weaponry, and so would be converted as if they were a unit. Each advanced building hex should be converted as a separate unit.

p99, Mobile Structuresreplace with the following

Advanced Buildings and Mobile StructuresFor Advanced Buildings and Mobile Structures, the Alpha Strike Structure value of the unit is equal to its BattleTech construction factor (CF) value, divided by the number shown below for CF modifier based on the unit's classification. Round this figure up to the nearest whole number. Like armor, the Structure value for a Mobile Structure applies on a per-section basis, rather than across the entire unit.

Advanced Buildings have one standard firing arc (the front), and may have the rear (REAR) special ability and a possible turret (TUR). One BattleTech hexside should be chosen as the front hexside. Weapons mounted on that hexside, and the two adjacent hexsides, are used to calculate the Alpha Strike standard Short, Medium and Long range damage values. The remaining three hexsides mounted weapons are calculated in to the REAR special ability. All turret mounted weapons are calculated as part of the Turret (TUR) special ability only, they are not included in the standard damage values (S, M and L).

p173, Destroyed Salvage, second paragraph"Only under a few extreme cases will a unit be considered “automatically unsalvageable”. Any aerospace units that are destroyed through crashing cannot be salvaged, nor can any units that were destroyed by Ammo Hit or Fuel Hit critical without the benefits of a CASE special (of any kind)."before the nor, add another condition"nor any units destroyed while airborne,"

p31, Towing"This trailer must also be a wheeled or tracked vehicle to use the following rules (otherwise, the unit can only be dragged or carried as above)."change to:"This trailer must also be a wheeled or tracked vehicle, and also have the HTC special of the Trailer Hitch Quirk, to use the following rules (otherwise, the unit can only be dragged or carried as above)."

after"If the towed unit or trailer is of a larger Size class than the towing unit, the towing unit reduces its Move to one quarter of its current rate (rounded down to the nearest inch)."add the following"A unit may tow multiple trailers, as long as the towing unit and each trailer have the HTC special or the Trailer Hitch Quirk. The total Size of the trailers must be less than or equal to the towing unit's Size plus one, and the total Size of all trailers is used to modify the towing unit's speed as described above."

p. 99, General Conversion RulesThird paragraph, last sentenceOtherwise, round all damage values up to the nearest whole number.Change to:Otherwise, if the unit does not track heat, round all damage values up to the nearest whole number.

Under "Adjustment for Heat", in between the first and second sentence insert the following:"As such, do not perform any damage rounding at this stage."

p. 101, AmmunitionThe damage value for any ballistic or missile weaponthat does not have at least 10 shots assigned to it must bemultiplied by 0.75, with the following additional conditions.Change to:For each ballistic or missile weapon, divide the number of such weapons on the unit by the number of shots for that weapon the unit carries. If the result is less than 10, the damage value for each such weapon must be multiplied by 0.75, with the following additional conditions.

p. 115, Converting HeatUnder "Heat-Modified Damage", first paragraph, second sentenceIn this formula, the total base damage for the unit at each bracket is multiplied by its total heat dissipation rate.Change to:In this formula, the total base damage (i.e., the damage total before any rounding has been applied) for the unit at each bracket is multiplied by its total heat dissipation rate.

p. 115, Converting HeatUnder Heat-Modified Damage, first paragraph, last sentenceThis final value is rounded up to the nearest tenth place to produce the unit’s heat-modified damage at that range.Change to:This final value is rounded up to the nearest whole number to produce the unit’s heat-modified damage at that range.

p. 115, Special Case Heat Rules:

Stealth Armor: If the unit features stealth armor, add 10 points of heat to its heat output.Change to:Stealth Systems: If the unit features stealth armor, the Null-Signature System, or the Void-Signature System, add 10 points of heat to its heat output. If the unit features the Chameleon Light Polarization Shield, add 6 points to its heat output.

XXL Engine: If the unit’s Technical Readout shows that it mounts an XXL engine type, double its movement heat.Change to:XXL Engine: A BattleMech or IndustrialMech unit with an XXL engine ignores the regular movement heat calculations. Instead, it has a movement heat of 6 if it does not mount jump jets, or 2 per 2 inches of jumping Move if it does (to a minimum of +6 heat for such jumping units).

Improved Jump Jets: If the unit’s Technical Readout shows that it uses improved jump jets, reduce its jumping movement heat by half (to a minimum of +3 heat for jumping).Change to:Improved Jump Jets: A unit with improved jump jets reduces its jumping movement heat by half, rounding up (to a minimum of +3 heat for jumping). The movement heat for a BattleMech with both improved jump jets and an XXL engine is +1 per 2 inches of jumping Move, to a minimum of +3 heat.

Page 115, Converting HeatDelete the "Long-Range Weapons" subsection and the second paragraph of the "Heat-Modified Damage" subsectionAfter "Heat-Modified Damage", insert the following new subsection:

Long-Range Weapons: The above heat-modification process applies to all heat-generating units for attacks made in the Short and Medium range brackets. If the unit can deliver damage at Long range (or better), a separate Long-range heat output must also be calculated. This follows the standard rules for calculating a unit's heat output, except that the only weapons included are those with a Long-range damage value. Calculate the unit's Long-range damage value without modifying for heat, and then calculate its Long-range damage value modified using the above Long-range heat output. If, after all rounding is applied, the heat-modified Long-range damage is lower than the unmodified Long-range damage by at least 1 point, then the unit receives the OVL (Overheat Long) special ability. This calculation is used solely to check if the unit qualifies for the OVL special ability. If it does qualify, the unit's actual Long-range damage value is calculated by modifying for heat using the exact same procedure and unit heat output as for the Short and Long range brackets, including weapon heat generated by weapons that cannot reach Long range. If the unit does not qualify for OVL, its Long-range damage value is unmodified by heat and the full damage value is used.

I just noticed that the Positive Design Quirks table on P. 186 has incorrect descriptions for Improved Targeting (Medium) and Improved Targeting (Long). Both are described as "Unit receives bonus to-hit at Short range." They should be corrected to "Medium range" and "Long range" respectively.

A few suggestions:Since missiles suffer a modifier of +0, the sentence should list "sub-capital non-missile weapons" in place of "capital missiles".

I can't find where ASC ever defines what "smaller units" means. I presume it means ASFs and Small Craft, as would be the case in CBT/TW. But Alpha Strike rules should stand on their own w/o needing to be familiar with CBT/TW rules. "Smaller units" should probably be changed to "Aerospace Fighters and Small Craft".

p83, Ending Aerospace EngagementsBefore "if both players choose to continue the engagement.."add"Units choosing to continue an engagement must declare they are using their front firing arc in that engagement. If the engagement continues (see below for resolving continuing engagements), the front firing arc may not be used against any other target. If the unit has already attempted (successfully or not) to continue an engagement this turn, the unit automatically is forced to choose not to continue any other engagements it is in."

If the unit possesses a Thrust of 10 or more, add 1 additional point to this result.Change to:If the unit possesses a Thrust of 7-9, add 0.5 points to this result. If the unit possesses a Thrust of 10 or more, instead add 1 additional point.

p35, Ballistic-Reinforced Armorsecond paragraph, examplechange to"Thus, if a unit that delivers normal attack values of 5/4/2, with an AC2/2/0 special, delivers a successful normal attack against a unit with the BRA special at Short range, the attack will be reduced by 3 points (half the damage value at Short range rounded up), dropping the normal total of 5 points to 2. If the same unit makes a special AC weapon attack against a unit with the BRA special at Medium range, the attack will be reduced by 1 point (half the AC special ability's Medium range), dropping the AC total of 2 points to 1."

“Overheat, NARC, bonus damage from attacking to the rear, special abilities and other effects that add to damage are checked for variable damage, each point rolling as described above. A unit with 2/2/2 attacking at short range to the rear of the target would roll three, twice for its 2 damage at short range and once for attacking from the rear.AMS, armor special abilities and other damage reduction effects is done after checking for variable damage. So if a unit with 3/3/2 and the IF special ability attacks a unit with AMS at medium range, the attacker rolls three dice (for its 3 damage at medium range). The total after rolling for variable damage is then reduced by 1.”

p152, Pursuit Lance Bonus AbilityAdd after the current line."The Pursuit Lance may choose an enemy Formation rather than a single unit as the target for the Blood Stalker SPA. All members of the Pursuit Lance must choose the same enemy Formation for the Blood Stalker SPA. If all units in the chosen enemy Formation are destroyed, the Pursuit Lance must choose another enemy Formation for the Blood Stalker SPA."

There's a couple of major pieces we're working on that have caused the initial ASC release to be delayed (roughly two weeks is the estimate, but this could change). However, I've attached a complete rework of the Converting Heat section of the book, which has generated plenty of errata and a pile of questions. I'd appreciate anyone who does conversion to try to work their way through it, without reference to any other statements, and see if conversions can be done properly and clearly. Comments in the general Errata Discussion Thread, not here please. Thanks!

* VERSION: print * LOCATION: p. 155, Transport Squadron* THE ERROR: "...while the typically larger aerospace craft are used to materiel to, from, or through the battle zone."* THE CORRECTION: "...while the typically larger aerospace craft are used to move material to, from, or through the battle zone."

Location: pg 8, section: Ammunition (p.101), under Change to:Error: "For each ballistic or missile weapon, divide the number of such weapons on the unit by the number of shots for that weapon the unit carries. If the result is less than 10..."

If we use the LCT-1V example (2 MG), we divide 2 MGs by 200 which results in .01. Also use the ARC-2R, 2 LRM-20s divided by 24 shots equals .83333333. Applied across all 'Mechs we will see similar numbers of less than 1. Dividing the other way around will give us the correct numbers: 200 divided by 2 equals 100 and 24 divided by 2 equals 12.

Correction: Switch the wording around to read: "For each ballistic or missile weapon, divide the number of shots for that weapon the unit carries by the number of such weapons on the unit. If the result is less than 10..."